So on any RGB pure red is one type of terrain, pure green another, and pure blue the third?
Presumably those colours are then referenced in a CSV. But which one?
So many questions lol, you are amazingly helpful.
None of the Colors are really represented in the MapName.csv file - it goes back to the Two-Separate-Engines.
But, that is only partially True, once again, sort of hard to put into words.....
The PR6 - has to have a way of interpreting which terrain it is supposed to draw and where it is suppose to draw it, here is where the different color's come into play. Don't think about the Game at this time, Only the PR6 Program. The Game has Nothing to do with this Process.
So, if I want a Road-System, I will tell the PR6 Program - Road is this Color "Red" - So wherever I place the Color "Red" and assign it to a Graphic of "Dirt" - place my road here.
If, I want a different color for the outside of the road, a different texture, I will use a different color, lets say "Green".
The PR6 - will draw the road ( Red ), and everywhere outside of that road if it see's the Color "Green" it will place down a different texture that is assigned to green.
Now, the RGB files are numbered 1 - 4, so if the Color Red does something on RGB1, the Color red will do something completely different on RGB2. They are four separate files.
The PR6 Program - will allow you to select which texture is assigned to which RGB file, and to which Color that is on the RGB file. This is why you can have twelve different textures to represent your Map.
The Game doesn't really have anything to do with any of this, but the game is Programmed to read the MapName.bmp file - which is everything that is located on the four RGB files and work off a sort of coordinate system.
Basically, if you were to take all of the Colors off of the four RGB files and lay them down on a single sheet, it should have the exact coordinates of the Mapname.bmp file.
Another way of looking at this is something like this....
You have four pieces of glass that are 12" by 12".
You can only place three colors on each one of them, but you don't want the colors to overlap each other and sort of blur out.
So, on the first piece you put down a color that will represent the main ground terrain, and the main road terrain, and the outside of the main road.
The second piece of glass, might contain the area of the woods. So, if you place the second sheet of glass over the first sheet, you would make sure that the colors didn't overlap.
The same process goes for the other two pieces of glass, basically once you finish, you can stack them on top of each other and the RGB colors shouldn't overlap, and should represent the design of your Map.
The MapName.bmp - Can't read the RGB Colors - It is designed to only read Greyscale Colors.
So, the Greyscale Colors that you see on the MapName.bmp file is really all four of the RGB files if they were transparent and stacked on top of each other.
Now, since the Game is not designed to read the RGB Colors - it will use "Greyscale Colors" to represent the exact coordinates of the RGB files. It doesn't do this on it's own, you have to manually design the MapName.bmp file which is another way of designing all four of the RGB files except in Greyscale Colors only.
The MapName.csv file will read these Greyscale colors from the MapName.bmp file and then assign the up to Five different terrain objects that you have selected onto the Map that you view in the game.
Another thing is that as you already know, there are more than One Color of Red,Green, and Blue that you can use in the RGB files. The PR6 will still read them as Red, Green or Blue, but display them in a sort of different way. It can be use to sort of "Fade" the terrain to show as solid, or a bit faded.
Simple and Clear as Muddy Water!
davinci